Thread: Adventures in Cormyr
Wednesday, 10th May, 2006, 09:46 PM #1
Novice (Lvl 1)
- Join Date
- May 2005
- Christchurch, New Zealand
ø Ignore Lord_Raven88
Adventures in Cormyr
Reserved.I don't suffer from insanity, I enjoy every moment of it.
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Novice (Lvl 1)
- Join Date
- May 2005
- Christchurch, New Zealand
ø Ignore Lord_Raven88
Last edited by Lord_Raven88; Monday, 16th July, 2007 at 10:25 PM.
I don't suffer from insanity, I enjoy every moment of it.
Novice (Lvl 1)
- Join Date
- Dec 2005
- Gainesville VA
ø Ignore Amazing Triangle
Last edited by Amazing Triangle; Monday, 5th June, 2006 at 02:56 AM. Reason: Level up!
Guide (Lvl 11)
- Join Date
- Jan 2002
ø Ignore Thanee
Female Wood Elf, 6th-Level Elf Ranger (XP 17,481)
Medium Humanoid (Elf)
Hit Dice: 2d6+4d8+6 (33.5 hp)
Speed: 30 ft. (6 squares)
Armor Class: 21 (+4 Dex, +5 armor, +1 luck, +1 deflection), touch 16, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Elvencraft Darkwood Composite Longbow (+4 Str) +11 ranged (1d8+4/x3) or Elvencraft Darkwood Composite Longbow +11 melee (1d6+6) or Heavy Flail +10 melee (1d10+6/19-20)
Full Attack: Elvencraft Darkwood Composite Longbow (+4 Str) +9/+9/+4 ranged (1d8+4/x3) or Elvencraft Darkwood Composite Longbow +11/+6 melee (1d6+6) or Heavy Flail +10/+5 melee (1d10+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Elf Favored Enemy (Undead +6, Orc +3), Spells
Special Qualities: Elf Traits, Wild Empathy (+8), Combat Style (archery), Elven Hound Companion, Improved Combat Style (archery)
Saves: Fort +9, Ref +12, Will +6 (+2 vs enchantments)
Abilities: Str 16(18), Dex 18, Con 12, Int 10, Wis 12, Cha 10
Skills: Climb* +5(1), Handle Animal +5(5), Hide* +10(6), Jump* +9(5), Knowledge (nature) +7(5), Listen +12(9), Move Silently* +10(6), Search +7(5), Spot +17(9), Survival[aboveground/tracking] +6[8/10](5), Tumble* +10(4cc); * Armor Check Penalty 0
Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Shield Proficiency (except Tower Shield), Track, Endurance, Luck of Heroes, Natural Bond, Point Blank Shot, Precise Shot, Rapid Shot, Manyshot
Home Region: Elven Court
Patron Deity: Mielikki
Alignment: Chaotic Good
Leonara stands 5 feet 5 inches tall and weighs 117 pounds. She is 122 years old. Her long, black hair is worn in a single braid, a few strands of hair framing the fine-featured face with emerald eyes. Her lithe and athletic figure is dressed in comfortable leathers, on top of which she wears a simple green tunic and her finely crafted mithril chain shirt. A leathern bandoleer with several small pockets sits across her chest, and along with her backpack, to which her flail is strapped, and a wide grey-green hooded cloak, she wears a quiver on her back, next to which she has her darkwood longbow slung over one shoulder.
Leonara speaks Common, Chondathan and Elven.
Spells: As 6th-level ranger
Spells per Day (2; save DC 11 + spell level):
1st - 1 slot free, Hunter's Mercy.
Equipment: Elvencraft Darkwood Composite Longbow (+4 Str, MW ranged, MW melee), Cold Iron Arrows (100), Cold Iron Fire Arrows (15), Silver Arrows (20), Heavy Flail, Dagger, +1 Mithril Chain Shirt, Traveler's Outfit (2), Heward's Handy Haversack, Backpack, Bedroll, Winter Blanket, MW Bandoleer, Belt Pouch (2), Silk Rope (100 ft.), Sack (2), Waterskin (2), Wooden Holy Symbol of Mielikki, Tanglefoot Bag (2), Alchemical Sleep Gas, Eyes of the Eagle, Cloak of Resistance +2, Ring of Protection +1, Belt of Ogre Strength +2, Wand of Cure Light Wounds (38 charges), Wand of Hunter's Mercy (38 charges), Scroll of Barkskin, Scroll of Tree Shape, Potion of Cure Light Wounds (4); 1,009 gp, 73 sp, 0 cp.
Stalker, cooshee companion: Medium magical beast (animal); HD 6; hp 49; Init +4; Spd 50 ft.; AC 25, touch 14, flat-footed 21; Base Atk +6; Grp +10; Atk/full Atk Bite +10 melee (1d8+6); Space/Reach 5 ft./5 ft.; SQ low-light vision, immune to sleep, resist enchantment, scent, sprint (250 ft. charge, 1/hour), link, share spells, evasion, devotion; AL N; SV Fort +7, Ref +9, Will +3 (+2 vs enchantments); Str 19, Dex 19, Con 14, Int 2, Wis 12, Cha 8.
Skills and Feats: Balance +8, Hide +8, Jump +16, Listen +7, Spot +7, Survival (tracking by scent) +2/6, Swim +8; Improved Natural Attack (bite), Track, Improved Natural Armor, Power Attack.
Tricks: Attack (all creatures), Come, Defend, Down, Guard, Heel, Track, Assist Attack.
Equipment: Leather Barding.
Elf Ranger, Elvencraft Bow and Hunter's Mercy:
Last edited by Thanee; Wednesday, 9th May, 2007 at 10:21 AM.
“In our world, immortality is not for the living. The legend lives on!”
In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).
Wondering what the Dungeon Tiles are like? Take a look here.
Novice (Lvl 1)
- Join Date
- Apr 2005
ø Ignore Bloodweaver1
DescriptionStat BlockGreenbound Summoning TemplateCharacter Progression & PrC Green Whisperer (Dragon Mag)
Last edited by Bloodweaver1; Tuesday, 8th May, 2007 at 02:54 AM.
Novice (Lvl 1)
- Join Date
- Apr 2005
ø Ignore gabrion
Rogue 1/Warlock 1/Human Paragon 3
Str 10 (+0) (2 points)
Dex 18 (+4) (13 points, +1 level)
Con 11 (+0) (3 points)
Int 18 (+4) (10 points, +2 racial)
Wis 8 (-1) (0 points)
Cha 10 (+0) (2 points)
Hit Points: 20 (3d6+2d8)
AC: 20 (10, +4 dex, +5 armor, +1 shield), Touch: 14, Flatfooted: 16
BAB: +2, Grapple: +2
Speed: 30 feet
Fort: +1 (+0 rogue, +0 warlock, +1 human paragon, +0 con)
Ref: +7 (+2 rogue, +0 warlock, +1 human paragon, +3 dex)
Will: +4 (+0 rogue, +2 warlock, +3 human paragon, -1 wis)
+2 melee, dagger, 1d4 (+1d6 sneak attack), 19-20/x2
+4 ranged, eldritch blast, 2d6 (+1d6 sneak attack), x2, 60' range
Skills 48 rogue, 6 warlock, 24 human paragon, 8 human (86 total)
Bluff +4 (4 ranks, +0 cha)
Decipher Script +11 (7 ranks, +4 int)
Disable Device +18 (8 ranks, +4 int, +6 fiendish fingers)
Escape Artist +11 (7 ranks, +4 dex)
Hide +12 (8 ranks, +4 dex)
Knoledge (Arcana) +8 (4 ranks, +4 int)
Move Silently +12 (8 ranks, +4 dex)
Open Lock +18 (8 ranks, +4 int, +6 fiendish fingers)
Search +17 (8 ranks, +4 int, +5 competence)
Slight of Hand +14 (4 ranks, +4 dex, +6 fiendish fingers)
Spot +7 (8 ranks, -1 wis)
Tumble +8 (4 ranks, +4 dex)
Use Magic Device +8 (8 ranks, +0 cha)
Armor Check Penalty: -? (-? armor, -? shield)
Able Learner (Level 1 – Race – RoD)
Mortalbane (Level 1 – Character – BoVD)
Point Blank Shot (Level 3 – Character)
Precise Shot (Level 4 – Human Paragon Bonus)
Base Speed: 30 ft.
Skill Bonuses: 4 extra skill points at first level, 1 extra skill point each level thereafter
One Bonus Feat at first level
Favored Class: Warlock
Sneak Attack 1d6 (Rogue 1)
Trapfinding (Rogue 1)
Eldritch Blast 2d6 (Warlock 3)
Adaptive Learning (Human Paragon 1)
CL 3 Warlock
Fiendish Fingers*:+6 bonus to disable device, open lock, and sleight of hand checks active 24 hours/day
Spider Walk:As the spell, active 24 hours/day
Twin Daggers-4 gp, 2 lbs
Mithral Breastplate-4,200 gp, 12.5 lbs
Buckler-15 gp, 1 lb
Traveler’s Outfit-1 gp, 5 lbs.
Goggles of Minute Seeing-1,250 gp, - lbs.
Wand of Lesser Vigor (CD)-750 gp (45 charges)
278 Platinum Pieces (6.5 lbs.)
Chik is a handsome fellow, with the well shaped face of a young man, framed in slightly wavy black hair that hangs down around his ears. Despite his good looks, he gives off a kind of menacing air that usually makes people somewhat uncomfortable around him. Chik wears a well made breastplate for protection, and the dagger worn at his hip is exposed for all to see.
For anyone who has spent some time with Chik, it’s easy to tell that he is a man with the best of intentions, but who often looses his temper, resulting in fits of rage that often get him in trouble. His friendship is loyal, but hard to earn. Chik doesn’t talk about his past much, but given his emotional problems and the constant battle he seems to be fighting with some inner demon, it’s easy to see that there are some skeletons in the closet.
Chick was abandoned by his father at a young age, and he grew up in an orphanage in Immersea until he was almost nine years old. Being a poor kid with lots of free time in a city of rich nobles, it didn’t take Chik long to develop into a mischievous child who often got into trouble for “acquiring” things that didn’t belong to him. Even though his life took the same form as many of the kids around him, Chik always felt a bit different. Most of the lessons they were taught buy the house-wives seemed to make sense to the other children, while Chik really had to struggle with things to make them make sense. For instance, everyone else seemed to understand that stealing was wrong, and while Chik had that intuition (in a very weak sense), he also had something inside him that told him there was no problem with doing things like that.
If his other mischief wasn’t enough, Chik got into many fights during his younger years, mostly as a result of people picking on his name. Chik hated the name, but he couldn’t let it go for some reason and always refused to use nicknames. After all, it was the only connection he had to his past. One time when he was being harassed by another child who quickly ran to hide by locking himself behind the cellar door, Chik discovered something else about himself – he was able to wield some kind of magic. Not knowing what he was doing, he let the anger within him explode outward and actually destroyed the door in a flash of purple fire, leaving the child behind it scared, and the mistress of the orphanage too worried to keep such a liability around.
And so it was that Chik, now only 12 years old, was abandoned to the world once again-only this time he didn’t mind. He spent a good deal of time traveling around Cormyr, grappling with the things he had been taught as a child and his innate nature that led him to do things that were often objectionable. After traveling for eight years and still carrying on this inner struggle, Chik is both closer to the truth and further away from it. He has accepted the rightness and wrongness of certain kinds of actions, and tries his best to lead a moral life, but he also finds joy in the chaos of life that often accompanies an absence of such morals.
Chik is on his way to Eveningstar right now, hearing that there are ruins about that might be profitable to explore. He enjoys those kinds of jobs since he has some skill at carefully finding his way through dangerously trapped places, but right now he is hoping to find some company to travel with.
If you want a further glimpse into the mind of this troubled young man, read on…
Why in the nine hells would someone name their kid Chik? Aw, never mind that question, I’ve been askin it ever since I was a lad and kids used to make fun of me while I played with them. I suppose my father, whoever the bastard was, must have know that with a name like this, I’d either grow up tough or die trying, and anything in between wasn’t worth the trouble of givin me a proper name. He musta had a harsh view of the world, but I suppose I can’t fault him for that.
Still, it bothers me on nights like this when I sit outside a tavern, bruised up and a couple of silvers short after a bad rumble inside. No real reason for it, but folks just can’t help but make a few jabs when they find out what my name is. Course I can’t help but smash their face in neither…but I suppose we all have our weaknesses. Sometimes I think mine aren’t just weaknesses though, but rather something deep down inside me, pullin my gut this way and that, tryin ta make me do stuff I know better than to.
Strange thing is, it’s that same feeling in my gut that seems to give me the strange powers I have. Ever since I can remember, since my young days living at the orphanage, I always felt like something was different about me, and I knew it was true when I finally blew a hole in the wall on accident with some funny magical power. Memories like that don’t do much for me now. Best I can hope for is to keep on surviving, and god knows it’s a game of dice in this world.
Well I may not have found as much drink as I would have like tonight, and I sure as hell missed my chance with that serving maid, but at least I left one of those fellows with a messed up face. I suppose this town's gonna be tired of me pretty soon, so I might as well start packing. If I remember right, there's a little town called Eveningstar right up the road a ways. Ya, that’s right, I heard there might be some exploring to do around the countryside while I’m there and a small town like that won’t have any trouble in store for someone like me…
By invoking this ability, you gain acute senses that help you manipulate fine objects. You gain a +6 bonus on Disable Device, Open Lock, and Sleight of Hand checks for 24 hours.
At level up, Chik plans to take a level of Spellthief. Following that, he will be progressing through all ten levels of Arcane Trickster.
Dannyalcatraz: IMHO, what D20 needs is something like a Continuity Office(r[s]). DC Comics did something like that when they found that many characters had differing abilities, etc. depending upon what title was being discussed...And, with this in mind, an annual update could be released in either PDF or Magazine form that would contain the rules corrections.
pbd: Or we could eat poor children.
Lama (Lvl 13)
- Join Date
- Feb 2005
- Salt Lake City, Utah
ø Ignore Rhun
Thodan of Tempus
Last edited by Rhun; Thursday, 19th July, 2007 at 03:19 PM.
Novice (Lvl 1)
- Join Date
- Apr 2002
ø Ignore D20Dazza
Glandred d'Azerkyn - Shield Maiden of Azerkyn
Appearance, Personality, Background
Last edited by D20Dazza; Monday, 19th June, 2006 at 12:54 PM.
Enchanter (Lvl 12)
Vardrin Theese, Fiend Tainted
Vardrin Theese CR 6 (18000 xp)
Male human evoker 5/acolyte of the skin 1
LN Medium humanoid (human)
Patron Deity Ogmah
Init +4; Senses darkvision; Listen -1, Spot -1
Languages Abyssal, Common, Chondanthan, Infernal, Orc, Undercommon
AC 20*, touch 15, flat-footed 16*; * includes mage armor
hp 30/30 (6 HD)
Fort +6, Ref +6, Will +7
Spd 30 ft.
Melee +1 rapier +7 (1d6/18-20)
Base Atk +2; Grp +2
Attack Options Weapon Finesse
Combat Gear 3 potions of cure moderate wounds, 2 scrolls of fly, scroll of protection from energy, 2 potions of invisibility, wand of Snilloc's snow swarm (CL 3, 49), wand of magic missiles (CL 7, 4 1d4+1 missiles, 6 charges), wand of true strike (50 charges)
Wizard Spells Prepared (CL 5, +6 melee/ranged touch attack):
~ 3rd (2+1): fireball [uttercold] x1+S (CL 6, DC 17), sleet storm
~ 2nd (3+1): protection from arrows, scorching ray [uttercold] (S, CL 6), snow swarm [uttercold] x1+S (CL 6, DC 16),
~ 1st (4+1): burning hands [uttercold] (CL 6, DC 16), ice dagger [uttercold] x1+S (CL 6),
mage armor*, shield
~ 0 (5+1): detect magic, flare, ray of frost x2 [uttercold] (CL 6), resistance
(S) Specialist Spell. Specialization: Evocation. Prohibited Schools: Enchantment, Illusion
* Already cast
~ 1/day: poison (CL 8, DC 17, +6 melee touch)
Abilities Str 10, Dex 18, Con 14, Int 18, Wis 8, Cha 12
Special Qualities energy affinity (cold), wear fiend
Feats Discipline [Regional], Energy Substitution: cold, Enlarge Spell, Lord of the Uttercold (B), Martial Weapon Proficiency: rapier, Scribe Scroll (B), Weapon Finesse
Skills Concentration +13, Decipher Script +9, Knowledge (arcana) +13, Knowledge (the planes) +13, Spellcraft +13
Possessions combat possessions and +1 rapier, headband of intellect +2, ring of protection +1, cloak of resistance +1, belt pouches (2), ink (2), inkpen, parchment (4), scroll case, spellbook (37 pages left, trapped with explosive runes), spell component pouch, traveler's outfit, waterskin, 987.5 gp.
Wizard Spells Known: 0-all; 1st-burning hands, chill touch, endure elements, ice dagger, identify, mage armor, shield, true strike; 2nd-blades of fire, false life, fireburst, protection from arrows, resist energy, scorching ray, Snilloc's snowball swarm, spider climb; 3rd-dispel magic, explosive runes, fireball, fly, magic circle against evil, phantom steed, protection from energy, sleet storm, wind wall
Discipline (Ex): Vardrin gains a +1 on Will saves and a +2 on Concentration checks
Energy Affinity: cold (Ex): Any time Vardrin casts an evocation spell with the cold energy type, he casts the spell as if his caster level were one higher.
Energy Substitution: cold (Ex): Vardrin can substitute cold as the energy descriptor for any spell.
Lord of the Uttercold (Ex): Cold spells are half cold damage and half negative energy damage.
Wear Fiend (Su): The fiendish skin bonded to Vardrin grants him a +2 inherent bonus to Dexterity, a +1 natural armor bonus, and darkvision.
Blades of fire Conj. [Fire] Sor/Wiz 1. Comp: V. Casting: 1 swift. Range: Touch. Targets: Two weapons wielded. Duration: 1 round. Resistance: No. Wielded weapon does an extra 1d8 fire damage.
Fireburst Evoc. [Fire] Sor/Wiz 2. Comp: V, S, M. Casting: 1 standard. Range: 10 ft. Effect: Burst of fire extending 10 ft. from you. Duration: Instant. Resistance: Yes. Anyone w/in 10 ft. takes 1d8 fire damage per level (5d8 max).
Ice dagger Evoc. [Cold] Sor/Wiz 1. Comp: V, S, M. Casting: 1 standard. Range: Close. SR: Yes. Thrown splash weapon (ice dagger); ranged touch; 1d4 cold damage per level (5d4 max) and splash damage of 1.
Snowball Swarm Evoc. [Cold] Sor/Wiz 2. Comp: V, S, M. Casting: 1 standard. Range: Medium. Area: 10 ft. radius burst. Save: Reflex half. SR: Yes. 2d6 cold damage + 1d6 per two levels over 3rd (5d6 max).
Vardrin uses evil to fight evil; in this case, the power of the Uttercold fiends to fight other scourges of evil. This of course comes at a price, and he must fight his urges in order to make a positive mark in the world.
Vardrin Theese was once a young up-and-comer in the Cormyr War Wizards. Born in Arabel, he felt a sense of duty to his kingdom after all the previous troubles that Cormyr had weathered. In his training, he was among an elite cadre of specially trained evokers; these special wizards were trained in the expert manipulation of energy. Vardrin's arcane thesis and focus was on the use of cold energies, a sometimes under-appreciated element among his peers.
After graduating from his training, Vardrin requested to be stationed in Arabel, close to home. There we worked for several years, furthering his extra-planar and energy-based studies and protection Cormyr's citizens. That was all to change in 1371 DR, and the invasion lead by the "Devil Dragon."
Vardrin Theese stayed for the defense of the city, letting others escape via magic to Suzail. He was to retreat later, but he was captured by orcs that he swore bore the mark of fiends. They tortured him---destroyed his hands, cut out his tongue, did worse things---for days. It was only through the efforts of a rearguard force of Purple Knights that he was eventually rescued. But, by then, Vardrin had changed. His physical wounds could be healed, but not his mental ones.
Vardrin swore revenge, and joined Myrmeen Lhal's quest for vengeance to reclaim Arabel. He sought more power, the arcane power to defeat the fiendish orcs. He withrew into himself, began exploring dark lore normally forbidden to the War Wizards. This is when he discovered the Lords of the Uttercold, and saw a way to power.
Vardrin's arcane might grew; his arcane cold could not be stopped. He was present when Arabel was reclaimed, but it was soon after that his superiors found his taboo studies and expelled him from the War Wizards. Disgraced, and still not satisfied with his revenge (many orcs, probably the fiendish-allied ones that tortured him, escaped), Vardrin began wandering, seeking dark places, gaining more power, but at the cost of his goodness.
Vardrin does not recall exactly when he found and committed to the Ritual of Bonding. He believed the ritual would grant him even more control over the uttercold, allowing him more assured victory over his enemies. He was more than convinced that the ends justified the means, and thought he would firmly be in control.
He was wrong.
Vardrin lost himself for a while. When he controlled himself once more, he recalled only partly the things he had done. He was sickened, ashamed, lost. But it was too late---the ritual was complete, and it was permanent.
Vardrin has spent the time since regaining himself wandering Cormyr, trying to fight off evil, right wrongs, and make up for his past. Revenge still smolders---revenge against the ones who tortured him, revenge against the ones that fooled him with the ritual---but he keeps it low, knowing that it can consume him. He seeks redemption for himself, but only he will know when he has reached it.
Vardrin is outgoing, and prefers the company of others. He was trained to work in groups, and feels at home there. However, ever since the Fall of Arabel, there has been a more secretive and angry side as well. He occasionally has dark mood swings, and can be very aggressive in doing "what needs to be done" when fighting evil. He talks little about his past, however, preferring to focus on the future.
Vardrin sees his path as using the tools of evil against evil. Thus, he is interested in obscure lore, especially outer planar lore. He will take up the banner for causes against tyranny and evil, especially if magical or planar interference is suspected. He is a stalwart friend and implacable foe.
Vardrin is a man approaching middle age (30) and there are marks of a hard life in his green eyes and the white interlacing his red hair and goatee. His hands are calloused and appear to have been severely broken at some time. Though dressed as a common traveller, he carries a weapon by his side and appears to have some familiarity with it. At first glance, nothing about Vardrin speaks to his arcane power or former membership in the War Wizards, but on closer look, there is this otherness---his very pale skin, a coldness to the eye---that sets him apart.
Minor Trickster (Lvl 4)
- Join Date
- Jan 2002
- Canberra, Australia
ø Ignore Legildur
Dowkan, dwarf Fighter 6
Appearance: Nothing really stands out to distinguish Dowkan from many other dwarves. The deep tanned skin framed by his dark brown hair and beard and brown eyes are typical of many of his race. His equipment marks him as a warrior, particularly the finely crafted waraxe that rests across his back. The plain grey tunic is covered by the spiked full plate armor and matching breeches ending in a pair of sturdy well-crafted boots. He walks with a slight limp, favoring the right leg for those observant enough to notice such detail.Code:Name: Dowkan Jarand, Weradan Clan Class: Ftr6 Race: Shield Dwarf (Spine of the World) Size: Medium Gender: Male Alignment: Neutral Good Deity: Moradin Str: 18 +4 (13p.) Level: 6 XP: 18,438/21,000 Dex: 13 +1 (5p.) BAB: +6 HP: 57 (1d12+5d10+18) Con: 16 +3 (6p.) Grapple: +10/+14 Dmg Red: -/- Int: 10 +0 (2p.) Speed: 30ft Spell Res: - Wis: 10 +0 (2p.) Init: +1 Poison/Spell Save: +2 Cha: 8 -1 (2p.) ACP: -5 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +9 +4 +1 +0 +0 +0 24 Touch: 15 Flatfooted: 23 Base Mod Misc Total Fort: 5 +3 +8 Ref: 2 +1 +3 Will: 2 +0 +2 +4 Weapon Attack Damage Critical Melee: dwarven waraxe (1H) +12/+7 1d10+7 20x3 dwarven waraxe (2H) +12/+7 1d10+9 20x3 throwing axe +11/+6 1d6+4 20x2 armor spikes +10/+5 1d6+4 20x2 Ranged: throwing axe +8 1d6+4 20x2 shortbow +7/+2 1d6+4 20x3 Languages: Common, Dwarven. Abilities: Darkvision 60ft, Stonecunning, Weapon familiarity, Stability, +2 racial bonus against poison, spells, and spell-like effects, +1 racial bonus on attack rolls against orcs and goblinoids, +4 Dodge bonus to AC against giant types, +2 racial bonus to Appraise and craft checks for stone and metal, proficient with all simple and martial weapons, and with all armor (light, medium, and heavy armor) and all shields (including tower shields), Axe Focus (Ex), cannot be Shaken. Feats: Axe Focus, Bullheaded, Cleave, Endurance, Power Attack, Shield Specialisation, Shield Ward, Weapon Specialisation (waraxe). Skill Points: 18 Max Ranks: 9/4.5 Skills Ranks Mod Misc Total Appraise (stone & metal) 0 +0 +2 +2 Balance 0 +1 -5 -4 Climb 5 +4 -5 +4 Knowledge (dungeoneering) 3 +0 +3 Jump 5 +4 +0 +9 Listen 0 +0 +0 Ride 0 +1 +1 Search (stonework) 0 +0 +2 +2 Spot 0 +0 +0 Swim 5 +4 -10 -1 Equipment: Cost Weight +1 Dwarvencraft Waraxe 2630gp 8lb Mty Comp Shortbow (+4) 375gp 2lb Arrows (20) 1gp 3lb Throwing Axe 8gp 2lb +1 Spiked Full Plate 2700gp 50lb +1 Hvy Darkwood Shield 1270gp 5lb Boots of Striding and Springing 5500gp 1lb Potion (Lesser Restoration) 300gp 0lb Potion (Cure Light Wounds) 50gp 0lb Potion (Cure Light Wounds) 50gp 0lb Potion (Shield of Faith +2) 50gp 0lb Backpack 2gp 2lb Bedroll 1sp 5lb Grappling hook 1gp 4lb Belt pouch 1gp 0.5lb 100ft silk rope 20gp 10lb Waterskin 1gp 4lb Whetstone 2cp 1lb Rations, trail (7) 3.5gp 7lb Explorer's outfit 0gp 0lb Total Weight:104.5lb Money: 3pp 7gp 3sp 9cp Lgt Med Hvy Lift Push Max Weight: 100 200 300 300 1500 Age: 54 Height: 4'3" Weight: 180lb Eyes: brown Hair: brown Skin: deep tan
Background: Dowkan spent much of his adolescence exploring his homeland and some of the deeper cave systems. Though, being slightly short of temper and not overly popular at the best of times, much of this was undertaken when he accompanied clan patrols. As his ability and confidence grew, he gradually accompanied some of the longer range reconaissance patrols of his homeland. He took a particular liking to the waraxe during this time, admiring its style and the damage it could deal out in close-quarters when wielded in trained hands.
One unfortunate event turned his life upside down. Dowkan convinced a small group of friends, including a cousin, to join him exploring a distant cave system. To reach it required some overland travel. A day out from the Clan, the group was ambushed by some Hobgoblin slavers. Outnumbered and with no prospect of survival, Dowkan fought fiendishly, but fell helping defend his friends. After two days, he woke to find most of the others gone, and another dead dwarf.
On return to the Clan, he was held to blame for leading the others astray. The recriminations from even his own family and his own guilt grew too strong and he chose to leave his home rather than live as an outsider amongst his own people. In his own mind he had some ridiculous notion of freeing those friends who may have been captured and exacting a bloody revenge on the raiders. But without any real knowledge of what he was seeking, Dowkan left some days later without a word.
In all, his travels took him nearly 50 miles from the Spine of the World. His encounters along the way were generally neither overly exciting nor dangerous. However, one encounter with two bandits near the Hill of Vengor did allow him to vent some frustration at his plight and resulted in a gashed calf on his right leg that has left him with a slight limp, but in much better shape than the bandits.
Dowkan reached Silverymoon, and has spent some time as an axe-for-hire in the service of the Temple of Tyr. Dowkan took leave of service from Tyr when in Eveningstar. After drinking most of his liquid wealth, he has once again taken up paid service, though this time to work for the Cormyrian Crown.
Shield SpecialisationShield Ward
Experience to 18,000 8May07
Experience to 18,438 17Jul07
Last edited by Legildur; Tuesday, 17th July, 2007 at 01:13 AM.
Games and Caden
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